aimacak
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Everything posted by aimacak
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stationary NPCs are re-projected onto the navmesh at spawn time and end up under dynamic monument floors
aimacak replied to tsuyoshi_ito's Support Report in Support
Hello, I apologize for the delayed response This is the second time we’ve been impressed by your approach to creating appeals, thank you I’ve asked KpucTaJI to take a look -
Its because in Looting of crates value for economic was null, i dont know how you get it, but you can change null to {}, or setting up economic for crates. its your: "Economy setting (total values will be added up and rewarded at the end of the event)": { "Which economy plugins do you want to use? (Economics, Server Rewards, IQEconomic)": [], "The minimum value that a player must collect to get points for the economy": 0.0, "Looting of crates": null, "Killing an NPC": 0.0, "Opening the first door": 0.0, "Opening the second door": 0.0, "List of commands that are executed in the console at the end of the event ({steamid} - the player who collected the highest number of points)": null }, default: "Economy setting (total values will be added up and rewarded at the end of the event)": { "Which economy plugins do you want to use? (Economics, Server Rewards, IQEconomic)": [ "Economics", "Server Rewards", "IQEconomic" ], "The minimum value that a player must collect to get points for the economy": 0.0, "Looting of crates": { "crate_normal": 0.3, "crate_normal_2": 0.2, "crate_normal_2_food": 0.1, "crate_normal_2_medical": 0.1 }, "Killing an NPC": 0.3, "Opening the first door": 0.4, "Opening the second door": 0.4, "List of commands that are executed in the console at the end of the event ({steamid} - the player who collected the highest number of points)": [] }, you can make this for disable: "Economy setting (total values will be added up and rewarded at the end of the event)": { "Which economy plugins do you want to use? (Economics, Server Rewards, IQEconomic)": [ "Economics", "Server Rewards", "IQEconomic" ], "The minimum value that a player must collect to get points for the economy": 0.0, "Looting of crates": {}, "Killing an NPC": 0.3, "Opening the first door": 0.4, "Opening the second door": 0.4, "List of commands that are executed in the console at the end of the event ({steamid} - the player who collected the highest number of points)": [] },
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Hello, send your config please
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I’ve checked your files, everything is working. Did everything get fixed without the sleep mode? Let me repeat once again: the sleep mode cannot affect their movement if you’re within the range where this mode is disabled. But if you’re in stealth within that range, the NPC won’t wake up from the sleep mode.
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Hello, thank you for trying to help, we are aware of this problem, please do not mislead other users, this will not fix the problem, because to use Gen2 animals, which include Wolf2, KpucTaJI first needs to update AnimalSpawn, which KpucTaJI does as much as possible. I apologize. Indeed, what you can do is either change “Wolf” to “Bear” in the data files of the Wolf plugin, or change the line you specified — not to “wolf2” but to “bear”. This way, you won’t have to edit the configuration, and when you update the plugins to support Gen2 animals, you won’t have to edit it again. string prefab = radiusActions.AnimalAbility.Type == "Wolf" ? "assets/rust.ai/agents/bear/bear.prefab" : radiusActions.AnimalAbility.Type == "Bear" ? "assets/rust.ai/agents/bear/bear.prefab" : "assets/rust.ai/agents/bear/polarbear.prefab";
- 522 comments
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- #abilities
- #boss
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Can you send one or couple of spawn point from BetterNpc and presets from NpcSpawn, which are using in it?
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Not working after force wipe on Thursday.
aimacak replied to BellaaGaming's Support Report in Support
Thanks. As far as we can tell from the logs, you don't have the NpcSpawn plugin installed; there was actually an update for it, so please check that. -
Not working after force wipe on Thursday.
aimacak replied to BellaaGaming's Support Report in Support
Hello, can you show server logs after try to load plugin? -
Hello, this error simply means that for some reason, it was not possible to check the plugin version for its relevance on the KpucTaJI web server. This could be a problem on the server side, not necessarily on your side. This cannot affect the unload of the plugin in any way. Please send all messages that appear when attempting to load the plugin.
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Hello, theyre has sleep mode enable? and you sure that you checked it not in Vanish or Rust invis? You dont using new nav mesh (beta)?
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@MrLiquid Can you check the server logs to see if there were any errors after compiling BossMonster or 10 seconds after that, when the Bosses spawned? Or reload BossMonster and check it again please.
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Hello, I have passed the information on to KpucTaJI, thanks.
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Changed Status from Pending to Closed
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@dustyhansen Hello again, Dynamic PvP dev already added it in last version, you can using SkinID from my previous message https://umod.org/community/dynamic-pvp/58653-harborevent-support?page=1#post-3
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If you use the PveMode plugin by KpucTaJI, in its configuration you can change the time after which the damage calculation from players against NPCs (Bosses too) will reset, or you can use the LootDefender plugin on uMod; it has several parameters for Boss Monster. These nuances are in the roadmap; when KpucTaJI updates BossMonster, I think this and other functionality will be added to the BossMonster plugin itself.
- 522 comments
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- 1
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- #abilities
- #boss
- (and 16 more)
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- 117 comments
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- #barricade
- #ch47
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- 522 comments
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- #abilities
- #boss
- (and 16 more)
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- 522 comments
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- #abilities
- #boss
- (and 16 more)
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Hello, I apologize. You can fix this for yourself in the DynamicPVP plugin in this way. You can also suggest these fixes to the plugin developer; there’s no point in doing this in HarborEvent. A new line should be specified for void HandleCargoState(CargoShip cargoShip, bool state): if (cargoShip.skinID == 81182151852251420) return; The updated code should look like this once you've added the new line: private void HandleCargoState(CargoShip cargoShip, bool state) { if (!cargoShip || null == cargoShip.net) { return; } if (cargoShip.skinID == 81182151852251420) return; ... }
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Changed Status from Pending to Feature Request
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@Papi Rusty Hello, I apologize for the situation in the ticket. We have added this to the roadmap; unfortunately, I can’t promise anything regarding the timing of its addition.
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Changed Status from Pending to Closed
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Hello again, I’ve discussed this with KpucTaJI several times. It seems there’s no way to get rid of the error, since the sound mentioned in the error has been removed from the game and is now played automatically when Nexus is moored. Perhaps the error will fix itself in the upcoming updates, as it seems FacePunch still wants to add it to the game.
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Changed Status from Pending to Feature Request